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@@ -54,64 +54,64 @@
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&glsl_type::_struct_##NAME##_type;
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static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = {
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{ glsl_type::float_type, "near", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "far", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "diff", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::float_type, "near"),
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glsl_struct_field(glsl_type::float_type, "far"),
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glsl_struct_field(glsl_type::float_type, "diff"),
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};
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static const struct glsl_struct_field gl_PointParameters_fields[] = {
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{ glsl_type::float_type, "size", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "sizeMin", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "sizeMax", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "fadeThresholdSize", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "distanceConstantAttenuation", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "distanceLinearAttenuation", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "distanceQuadraticAttenuation", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::float_type, "size"),
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glsl_struct_field(glsl_type::float_type, "sizeMin"),
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glsl_struct_field(glsl_type::float_type, "sizeMax"),
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glsl_struct_field(glsl_type::float_type, "fadeThresholdSize"),
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glsl_struct_field(glsl_type::float_type, "distanceConstantAttenuation"),
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glsl_struct_field(glsl_type::float_type, "distanceLinearAttenuation"),
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glsl_struct_field(glsl_type::float_type, "distanceQuadraticAttenuation"),
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};
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static const struct glsl_struct_field gl_MaterialParameters_fields[] = {
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{ glsl_type::vec4_type, "emission", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "ambient", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "diffuse", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "specular", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "shininess", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::vec4_type, "emission"),
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glsl_struct_field(glsl_type::vec4_type, "ambient"),
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glsl_struct_field(glsl_type::vec4_type, "diffuse"),
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glsl_struct_field(glsl_type::vec4_type, "specular"),
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glsl_struct_field(glsl_type::float_type, "shininess"),
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};
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static const struct glsl_struct_field gl_LightSourceParameters_fields[] = {
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{ glsl_type::vec4_type, "ambient", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "diffuse", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "specular", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "position", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "halfVector", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec3_type, "spotDirection", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "spotExponent", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "spotCutoff", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "spotCosCutoff", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "constantAttenuation", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "linearAttenuation", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "quadraticAttenuation", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::vec4_type, "ambient"),
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glsl_struct_field(glsl_type::vec4_type, "diffuse"),
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glsl_struct_field(glsl_type::vec4_type, "specular"),
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glsl_struct_field(glsl_type::vec4_type, "position"),
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glsl_struct_field(glsl_type::vec4_type, "halfVector"),
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glsl_struct_field(glsl_type::vec3_type, "spotDirection"),
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glsl_struct_field(glsl_type::float_type, "spotExponent"),
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glsl_struct_field(glsl_type::float_type, "spotCutoff"),
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glsl_struct_field(glsl_type::float_type, "spotCosCutoff"),
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glsl_struct_field(glsl_type::float_type, "constantAttenuation"),
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glsl_struct_field(glsl_type::float_type, "linearAttenuation"),
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glsl_struct_field(glsl_type::float_type, "quadraticAttenuation"),
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};
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static const struct glsl_struct_field gl_LightModelParameters_fields[] = {
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{ glsl_type::vec4_type, "ambient", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::vec4_type, "ambient"),
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};
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static const struct glsl_struct_field gl_LightModelProducts_fields[] = {
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{ glsl_type::vec4_type, "sceneColor", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::vec4_type, "sceneColor"),
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};
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static const struct glsl_struct_field gl_LightProducts_fields[] = {
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{ glsl_type::vec4_type, "ambient", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "diffuse", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::vec4_type, "specular", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::vec4_type, "ambient"),
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glsl_struct_field(glsl_type::vec4_type, "diffuse"),
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glsl_struct_field(glsl_type::vec4_type, "specular"),
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};
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static const struct glsl_struct_field gl_FogParameters_fields[] = {
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{ glsl_type::vec4_type, "color", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "density", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "start", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "end", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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{ glsl_type::float_type, "scale", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0 },
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glsl_struct_field(glsl_type::vec4_type, "color"),
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glsl_struct_field(glsl_type::float_type, "density"),
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glsl_struct_field(glsl_type::float_type, "start"),
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glsl_struct_field(glsl_type::float_type, "end"),
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glsl_struct_field(glsl_type::float_type, "scale"),
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};
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#include "builtin_type_macros.h"
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